Advanced Policies

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Author: Brick

Last revision: 8 Feb at 20:16 UTC (7)

File size: 2.61 MB

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Description:
Advanced Policies

What is this mod? Why is it here? Where have my jeans gone? Well all execpt those jeans are simple. This mod is aimed at making the internal workings on an empire more unique. The shortest way to put it. I felt like it deserved more. So i took some time and am working on making more for it.

Currenct Content/Goal

As of V1.1.0, I have reached my first goal of adding a policy category to every civic. This is the first phase of what i had planned.
My next goal is to rework some stuff i already made as i have learned new and better approaches to it and add more depth where possible.
Lastly if you have feedback, of any kind, please let me know. Be it through a message or like/dislike. It gives me an idea what is liked and what is not.

Beyond stuff like that i currently have the following content implentent:

  • 12 New policy categories for non-gestalt empires.
  • A Policy for every base game civic in game.
  • 6 New policy category for gestalt empires.
  • 14 New planetary decisions for empires(most locked behind ethics or authority).
  • 9 New Civics for normal empires.
  • 4 New Civics for Megacorps.
  • A counsilor for every non-gestalt civic added!
  • A few new alternative armies based on policies/civics and other conditions.
  • 9 Edicts/Campaigns to enchance empires.
  • A good amount of custom jobs based on policies and civics.
  • AI integration so they can use the same content you can.
  • 3 new Origin with unique mechanics (More sheduled!)
  • 2 new Tradition types to enhance your empires and play-styles with!
  • A few new leader traits for governors and for rulers.
  • Opinion modifiers based on what policies or civics you have compared to the other empire.

Current version: v1.1.13

Compatibility

This mod overwrites pretty much nothing, it can be used safely with nearly everything.
The only unavoidable thing is the economic categories. I had to overwrite a few base game jobs there.
In other words if you have a problem with modifiers not working as intended i recommend the Universial modifiers Mod as a fix to this issue.

Special thanks

When i first started this mod i was new to modding for Stellaris so i must confess that i would not be here without the help of the Discord Stellaris modding den and a few people especially like OldEnt and Corsairmarks. If they ever read this i wish to thank them for all the help and pointing me in the right direction regarding usefull knowledge.